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The benefits of emotional stimuli in a virtual reality cognitive and motor rehabilitation task: Assessing the impact of positive, negative and neutral stimuli with stroke patients

机译:情绪刺激在虚拟现实认知和运动康复任务中的好处:评估中风患者积极,消极和中性刺激的影响

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VR-based methods for stroke rehabilitation have mainly focused on motor rehabilitation, but there is increasing interest towards the integration of cognitive training for providing more ecologically valid solutions. However, more studies are needed, especially in the definition of which type of content should be used in the design of these tools. One possibility is the use of emotional stimuli, which are known to enhance attentional processes. According to the Socio-emotional Selectivity Theory, as people age, this emotional salience arises for positive and neutral, but not for negative stimuli. Conversely, negative stimuli can be better remembered. In this study, we investigated the impact of using emotional stimuli with positive, negative and neutral valence in a VR cognitive and motor attention task. Ten stroke patients participated in a within-subjects experiment with four conditions based on the type of stimuli: abstract (control condition), positive, negative and neutral. The main task consisted of finding a target stimulus, shown for only two seconds, among fourteen neutral distractors. Eye movements were recorded with an eye-tracking system to investigate differences between conditions and in search patterns. Subsequently, a recall task took place and the patients had to identify all the target images among a valence-matched number of distractors. Our results corroborate the attention salience effect of positive and neutral stimuli in the VR task performance. Although we found no statistically significant differences between conditions in the recall task, there was a trend for recalling more negative images. This negative advantage comes at the expense of significantly more wrongly identified images/false memories for negative stimuli. Finally, we performed an analysis in which we relate performance scores with well-established cognitive assessment instruments, which supportsG the use of this approach both for assessment and rehabilitation purposes.
机译:基于VR的中风康复方法主要集中在运动康复上,但人们对集成认知培训以提供更生态有效的解决方案的兴趣日益浓厚。但是,还需要进行更多的研究,尤其是在设计这些工具时应使用哪种类型的内容的定义。一种可能性是使用情绪刺激,已知它可以增强注意力过程。根据社会情感选择性理论,随着人们年龄的增长,这种情感上的显着性出现在积极和中立的情况下,而不是消极刺激的情况下。相反,负面刺激可以被更好地记住。在这项研究中,我们调查了使用具有正,负和中性价态的情绪刺激对VR认知和运动注意任务的影响。十名中风患者参加了一项受试者内部实验,该实验根据刺激类型分为四种条件:抽象(对照条件),阳性,阴性和中性。主要任务包括在14个中性干扰物中找到仅显示2秒钟的目标刺激。用眼动追踪系统记录眼动,以调查条件之间和搜索模式之间的差异。随后,进行了召回任务,患者不得不在价数匹配的干扰物中识别出所有目标图像。我们的研究结果证实了正向和中性刺激在VR任务表现中的注意显着性作用。尽管我们在召回任务中发现条件之间没有统计学上的显着差异,但仍存在召回更多负像的趋势。这种负面优势是以明显更多的错误识别图像/错误记忆为负面刺激的代价为代价的。最后,我们进行了一项分析,其中我们将绩效得分与完善的认知评估工具相关联,这支持G将这种方法用于评估和康复目的。

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